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Old 11-21-2010, 09:50 AM   Top  -  End  -  #1
Morph Bark
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Default The Hemoscribe! [A Winning PEACH - please?]

Considering the third base class challenge has ended (resulting in the base class below taking the win), I am posting this to get some PEACHes in and to slowly update it with new stuff - mainly new blood runes.



HEMOSCRIBE

“Blood on my dagger, blood on my skin, blood all around, except - for you - within.”
Snatchers of the soul, invokers of the inherent, thieves of the trite and harrowers of the heart, hemoscribes are those who steal blood from their enemies and use it to scribe runes on their bodies to gain the power of their foes.

Adaptation: Adapting hemoscribes to your campaign setting should be easy enough. Player characters usually hail from civilized societies, whereas their opponents may be from all walks of life, so if you wish to implement it in the middle of a campaign, you could have them encounter a .

Background: Many tribal cultures have rituals that involve blood and hemoscribes often pick up their trade as part of such a culture, functioning alongside clerics of the tribe as experts in religious matters of the tribe. In more civilized societies, there is usually a taboo surrounding blood and hemoscribes that hail from these places are usually the more deprived ones, combat-lusty or simply murderous and insane.

Organization: Hemoscribes usually work alone, though they easily form connections to other hemoscribes or spellcasters that work spells or rituals that involve the use of blood. It is rare to see many of them together in the same organization in any given location, though a few together occurs at times.

Races: Races with a tribal structure, as well as races with a more evil lean, have greater tendency to pick up on the path of a hemoscribe. This is why it is most often practiced by orcs, but drow and tribal elves are also not uncommon. Kobolds favour other ways of magic, but yet in regions where hemoscribes are more commonly known their race holds many of them. Goblins and their kin are not averse to the hemoscribe’s practices, but their participating numbers remain small. A good lot of hemoscribes are human, or part-human - tieflings especially, but beyond that few of the common civilized races are attracted to the trade and so dwarven, gnomish and Halfling hemoscribes remain truly rare - but in the Underdark one might yet find a less rare amount of their duergar and svirfneblin counterparts adhering to the practices.

Religion: Hemoscribes from tribal cultures are usually a religious lot, whilst those stemming from civilized society are only sometimes so. Gods of death and nature are most commonly revered, such as Nerull, Wee Jas and Obad-Hai, though deities of slaughter find their way with more murderous ones, particularly Erythnul.

Other Classes: Hemoscribes sadly have some trouble fitting in, as most people would have a first reaction of "yuch" to what they do. Warriors and other types that get up close in fights and get splattered with blood find it easier to get accustomed to than others, as well as clerics and devotees to gods of war. Clerics of gods of nature, druids, totemists and rangers often may see the logic of the hemoscribe when bloodwriting is described as forming a stronger connection to the natural world. Nonevil arcanists, bards and psionicists find them distateful or even disgusting - and evil ones sometimes find that as well, actually.

Role: Hemoscribes will find themselves in melee a lot due to the need to damage their foes and stack up on points for their bloodbank. However, they are quite versatile and with the right blood runes can become main attackers, battlefield controllers, party defenders or even back-up healers.

Abilities: Strength is important to a hemoscribe as it increases their chances of hitting and their damage output, thus getting them more points in their bloodbank to use for their abilities. Furthermore they should prioritize Constitution, as almost all abilities they can used are keyed off it. Both Strength and Charisma are also important for some of their runes.

Game Rule Information
Alignment: Any. There are no limitations to what alignment a hemoscribe may have, but due to their connotations and link with blood and therefore violence and murder, most hemoscribes are yet decidedly evil.
Hit Die: d8
Starting Gold: 3d4x10 gp

Class Skills
The Hemoscribe’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana, Dungeoneering, Geography, Local, Nature, Religion, the Planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Int) x4
Skill Points at Each Additional Level: 6 + Int

Level
Base Attack<br>Bonus
Fort SaveRef SaveWill SaveSpecial
1st
+0
+2
+2
+0
Bloody Edge (+1d4), Bloodbank, Bloodwriting (drip)
2nd
+1
+3
+3
+0
Bloodcasting, Determine type
3rd
+2
+3
+3
+1
Bloody Edge (+1d6)
4th
+3
+4
+4
+1
Bloodcasting
5th
+3
+4
+4
+1
Bloody Edge (+1d8)
6th
+4
+5
+5
+2
Bloodcasting, Bloodwriting (pour)
7th
+5
+5
+5
+2
Bloody Edge (+1d10)
8th
+6/+1
+6
+6
+2
Bloodcasting
9th
+6/+1
+6
+6
+3
Bloody Edge (+1d12)
10th
+7/+2
+7
+7
+3
Bloodcasting, Lifesense
11th
+8/+3
+7
+7
+3
Bloody Edge (+2d8), Bloodwriting (gush)
12th
+9/+4
+8
+8
+4
Bloodcasting
13th
+9/+4
+8
+8
+4
Bloody Edge (+2d10)
14th
+10/+5
+9
+9
+4
Bloodcasting
15th
+11/+6/+1
+9
+9
+5
Bloody Edge (+2d12)
16th
+12/+7/+2
+10
+10
+5
Bloodcasting, Bloodwriting (spurt)
17th
+12/+7/+2
+10
+10
+5
Bloody Edge (+3d10)
18th
+13/+8/+3
+11
+11
+6
Bloodcasting
19th
+14/+9/+4
+11
+1
+6
Bloody Edge (+3d12)
20th
+15/+10/+5
+12
+12
+6
Bloodcasting, Exsanguination

Class Features
Weapon and Armor Proficiencies: Hemoscribes are proficient with all simple weapons, the handaxe, kukri, light pick and short sword. They are proficient with light armour, but not with shields.

Bloody Edge (Su): A hemoscribe learns to infuse her weapons with the power to draw out more blood and be more damaging. By spending a move action in the round after damaging a hostile creature with a weapon, the hemoscribe can make a quick basic rune on that weapon that increases its damage. This only works on piercing or slashing melee weapons and the rune lasts until the end of the encounter. The hemoscribe can also attack herself to make this rune, but it must deal at least 1 point of damage to enable her to do so.

At level 1 a weapon that has the rune of bloody edge on it deals 1d4 extra damage to creatures that aren’t at full hit points. This bonus damage increases every odd level as shown on the table

Bloodbank: When a hemoscribe inflicts wounds with a weapon that has her bloody edge bestowed upon it, she gains special points that go into her ‘bloodbank’. For every 2 points of damage she deals, she gains 1 point in her bloodbank. A bloodbank can hold no more points than ten times the hemoscribe’s class level. These blood points are used to fuel a hemoscribe’s bloodwriting and bloodcasting abilities.

Bloodwriting: A hemoscribe’s signature ability is her bloodwriting. Bloodwriting consists of scribing runes on parts of her own body and gain powers associated with the creature types of the enemies she had fought that day. At level 1 she only has access to Drip-level bloodwritten runes, but gains access to Pour-level ones at level 6, Gush-level ones at level 11 and Spurt-level ones at level 16. Each rune requires a specific amount of minimum points from a hemoscribe’s bloodbank, but many can be augmented to be more powerful. However, when she creates a rune, not only does she use up points from her bloodbank, the total amount of points her bloodbank can hold decreases by that exact amount until she removes the rune. Bloodwritten runes are permanent unless removed by the hemoscribe herself. Creating a bloodwritten rune takes 10 minutes per rune.

A hemoscribe can augment the effectiveness of some bloodwritten runes by spending more bloodbank points when creating one. However, she may not expend more bloodbank points than her bloodwriter level for use of augmenting a bloodwritten rune. Furthermore, a hemoscribe can have no more bloodwritten runes on her body than her Constitution modifier and bloodwritten runes also require specific locations on the body and no more than one bloodwritten rune can occupy that location. The locations are forehead, face, hand (left or right), arms, chest and legs.

Bloodcasting: At every even level a hemoscribe gains a bloodcasting ability. Whereas her bloodwritten runes mostly provide passive benefits and can only be created outside of encounters, bloodcasting abilities are ones that require a standard action to use. Bloodcasting abilities expend an amount of points from a hemoscribe's bloodbank as stated in their description.

Determine type (Ex): At 2nd level a hemoscribe can determine the type of a creature she has gained bloodbank points from by looking, tasting and sniffing at the bloody essence on her weapon. This takes a standard action.

Lifesense (Su): At 10th level a hemoscribe becomes able to sense living creatures in their surroundings by their life fluids disturbing the naturally flowing weave of the universe around them. They can sense any creature with a Con score within 5 ft x (hemoscribe level + Cha mod).

Exsanguination (Su): At 20th level, if a creature dies within 30 ft of the hemoscribe, the hemoscribe automatically gains a number of blood points equal to the creature's amount of HD. If there are two hemoscribes within 30 ft of a creature at the time of its death, they can either opt to split the blood points between them as they wish, or to struggle for them. In that case, they both roll a d20 and add their Con modifiers and if one of the hemoscribes is closer to the creature that dies, she gains a +1 bonus for every 10 ft she is closer to the creature.


FEATS

BLOODBANE
Benefit: Whenever you have only bloodwritten runes active that all come from the same type of creature, you gain a +1 bonus to attack rolls against creatures of that type for every bloodwritten rune you have currently scribed beyond the first.


BLOODY BREAST
Prerequisites: Bloodwriter level 6th
Benefit: You can have two bloodwritten runes occupying the "chest" location at once. They simply are placed next to one another rather than covering all of the chest. However, the second bloodwritten rune you create to occupy the "chest" location costs 5 additional bloodbank points (this does not count to your augmentation limit). The total amount of points your bloodbank can hold decreases by that many more points.



BLOODWRITTEN RUNES

Some bloodwritten runes refer to a hemoscribe's bloodwriter level. This is equal to her hemoscribe level plus any bloodwriter increases gained from prestige classes.

Drip
Spoiler


Pour
Spoiler


Gush
Spoiler


Spurt
Spoiler




BLOODCASTING

Spoiler
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Last edited by Morph Bark : 06-07-2012 at 09:40 AM.
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Old 11-21-2010, 09:52 AM   Top  -  End  -  #2
Morph Bark
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

Reserved for stuff just in case.
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Old 11-21-2010, 10:15 AM   Top  -  End  -  #3
AustontheGreat1
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

I like it.
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Old 11-21-2010, 11:02 AM   Top  -  End  -  #4
PersonMan
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

I agree. The concept of someone who gets more powerful as the day goes on rather than less is interesting.

If it ever happens, I'll be using this with an NPC in a campaign I'm running fairly soon. If I remember, I'll tell you how it went.
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Old 11-23-2010, 01:36 PM   Top  -  End  -  #5
Morph Bark
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

Quote:
Originally Posted by PersonMan View Post
I agree. The concept of someone who gets more powerful as the day goes on rather than less is interesting.

If it ever happens, I'll be using this with an NPC in a campaign I'm running fairly soon. If I remember, I'll tell you how it went.
Thanks, that's prettymuch exactly the purpose here.

I mean, one could try to use up all of their bloodbank for blood runes and start the day powerful, but you will have to sacrifice some versatility that way, in that your bloodcasting is wholly gone (and you couldn't fill up your bloodbank with new points since it'd be basically gone).

And if you remember, please do.
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Old 11-23-2010, 02:26 PM   Top  -  End  -  #6
Fako
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

Looks really cool. Two abilities list conflicting information though, was wondering which is correct:

Quote:
Bloody Edge (Su): A hemoscribe learns to infuse her weapons with the power to draw out more blood and be more damaging. By spending a move action in the round after damaging a hostile creature with a weapon, the hemoscribe can make a quick basic rune on that weapon that increases its damage. This only works on piercing or slashing weapons and the rune lasts until the end of the encounter. The hemoscribe can also attack herself to make this rune, but it must deal at least 1 point of damage to enable her to do so. The rune lasts for one day.
Quote:
Runic Words of the Void [Spurt]
Bloodbank points:
30
Location: Face
Prerequisite: Must have gotten bloodbank points from a creature of the construct, deathless or undead type that day.
A dotted pattern surrounds your mouth, with lines surrounding it like an explosion, a diamond shape traced on the side of your throat. This rune allows you to speak the runic words of the void once per encounter. When you use it, you deal 1d6 points of damage to the target per bloodwriter level to a single target within 60 ft of you. A successful Fort save (DC 10 + half your bloodwriter level + your Con modifier) halves the damage dealt. If this brings the target to 0 hit points or below, they are disintegrated (as the disintegrate spell). This has no effect on objects. You can use this breath weapon once every 4 rounds.
Augmentation: For every 2 additional bloodbank points you spend on this rune the damage dealt increases by 1d6.
Looking forward to seeing any more abilities for this ^_^
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Old 02-25-2011, 01:44 PM   Top  -  End  -  #7
Morph Bark
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

Just posting here to say that I am going to work on this some more and create more bloodwritten runes and bloodcasting abilities. I've fixed the issues stated in the previous post and am currently contemplating about including special rules regarding hemoscribes with grafts.

Currently the intention is (as it was before) to have at least one bloodwritten rune per slot (hands, legs, chest, face, forehead) per creature type per rune level (drip, pour, gush, spurt). ...yes, this is a lot. Hence why it will probably take until forever. Hence also why suggestions are and help is most welcome.

...HM.

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Last edited by Morph Bark : 02-25-2011 at 02:14 PM.
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Old 03-04-2011, 01:03 AM   Top  -  End  -  #8
EdroGrimshell
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Default Re: The Hemoscribe! [A Winning PEACH - please?]

You know, i think that this would be interesting as a set of classes, like one that specializes in bloodcasting, one that focusses specifically on damage, one that focuses on the runes, and one that's a balance of all three. Just a little thing, disregard if you want.

As for the Bloodletting abilities i think it would be easier if you didn't have to rely on the blood of others, what about using your own blood to create weapons, shields, and the like?

I have one that may be interesting

Aberration
Spoiler


From here you can probably get quite a few more. I'm not sure what category that would be but it's useful. Really, as you said yourself, it's hard to come up with these, balance them, and apply them to mechanical terms. I've been trying for quite some time now to come up with my own to add and got virtually nothing.
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